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Unread Wed, 27th-Apr-2011, 8:45 AM Who's Who:   BnetId: Stitch.777  Race: Location: Hong Kong  Total Posts Made: 778 # 1
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Smiley: Cool *UPCOMING* Patch 1.3.3

Balance

PROTOSS

Archons are now a massive unit.

Pylon power radius has been decreased from 7.5 to 6.5.

Cybernetics Core

Research Warp Gate time increased from 140 to 180.

Gateway

Sentry train time decreased from 42 to 37.

Stalker train time decreased from 42 to 37.

Zealot train time decreased from 38 to 33.

Warp Gate unit train times remain unchanged.


TERRAN

Ghost

Cost changed from 150/150 to 200/100.

Salvage resource return reduced from 100% to 75%.


ZERG

Spore Crawler

Root time decreased from 12 to 6.


Bug Fixes

Fixed a bug where Ghosts could not quickly EMP the same location.

Fixed a bug where players were still able to stack flying units on top of each other.

http://us.battle.net/sc2/en/forum/topic/1213111662

Just wanted to let you guys know about the upcoming patch notes, for more info - go check out the link for it on blizzard!
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Unread Wed, 27th-Apr-2011, 8:49 AM BnetId: sKyAU.570  Race: Location: Sydney, Australia  Total Posts Made: 461 # 2
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Fixed a bug where players were still able to stack flying units on top of each other.
Whats that mean? NO MUTA STACKING!!?
Edit; nevermind :P

Last edited by Aean(:; Wed, 27th-Apr-2011 at 8:53 AM.
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Unread Wed, 27th-Apr-2011, 8:54 AM Who's Who:   Total Posts Made: 364 # 3
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Quote:
Originally Posted by Aean(: View Post
Fixed a bug where players were still able to stack flying units on top of each other.
Whats that mean? NO MUTA STACKING!!?
I think they meant stuff like patrolling mass amount of vikings to make a viking flower and stuff like that.
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Unread Wed, 27th-Apr-2011, 8:51 AM Who's Who:   BnetId: xGKingBenji.281  Race: Location: Sydney  Total Posts Made: 1,457 # 4
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Bye 4 gate!

Welcome back Proxy 2 gate!
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Unread Wed, 27th-Apr-2011, 8:53 AM Who's Who:   Total Posts Made: 364 # 5
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Quote:
Originally Posted by StitchStarcraft View Post
Balance

PROTOSS

Cybernetics Core

Research Warp Gate time increased from 140 to 180.

TERRAN

Salvage resource return reduced from 100% to 75%.


ZERG

Spore Crawler

Root time decreased from 12 to 6.
Yay, every protoss push is so much easier to defend, and its much easier to defend against cloak banshees by relying on moving spores
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Unread Wed, 27th-Apr-2011, 12:02 PM BnetId: pikkon.835  Race: Clan: WNG  Location: Adelaide  Total Posts Made: 332 # 6
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Happy with this change. My Archons can destroy FF now. It's going to be easier to defend early marauder pushes too with the decreased training time. Phew. However, it'll just be a tad harder to do a cannon rush. Just a bit.

Time to practice my proxy 2gating in team games. Hehe...
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Unread Wed, 27th-Apr-2011, 12:34 PM BnetId: FiDeS  Race: Location: Australia  Total Posts Made: 4 # 7
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It looks like HT have been pushed away to the side as a lost cause, so now Blizzard is trying to give people more incentive to get Ghosts, and have their way with any Protoss they come across. Yippee!
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Unread Wed, 27th-Apr-2011, 3:50 PM BnetId: ToRZanderax. 647  Race: Clan: ToR  Location: Sydney, Austalia  Total Posts Made: 453 # 8
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Salvage nerf will affect bunkers and may change the way Terran uses them. The extra 25 minerals means that the mobility of the bunker and the times it can be used will be nerfed along with it. I feel the bunker was not OP and it's total refund was what gave it a lot of it's strength.
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Unread Wed, 27th-Apr-2011, 3:53 PM BnetId: cruxis.312  Race: Location: Blue Mountains  Total Posts Made: 465 # 9
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Won't they have to update the single player because of the bunker change? I remember reading that you get 100% of the minerals back when you salvage it.
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Unread Wed, 27th-Apr-2011, 4:07 PM BnetId: HDPhoenix.202  Race: Location: Singapore  Total Posts Made: 560 # 10
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Originally Posted by cruxis View Post
Won't they have to update the single player because of the bunker change? I remember reading that you get 100% of the minerals back when you salvage it.
Not necessarily. Not all single player playstyles translate into the multiplayer and vice versa. Take for example the lack of Marauder stim in single player but not in multi.
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Unread Fri, 29th-Apr-2011, 9:13 AM BnetId: EXCL.116  BattleTag: EXCL#6302  Race: Clan: FaDe  Location: Hobart, Tasmania  Total Posts Made: 254 # 11
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I'm glad consecutive shells wont affect archons anymore but dont know if it will encourage high temps against mmm again....
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Unread Fri, 29th-Apr-2011, 9:49 AM BnetId: Tom.806  Race: Location: London, United Kingdom  Total Posts Made: 147 # 12
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Overall I think this will be a good patch, bringing back the more "BW-style" protoss that I am used to.

It is going to some getting used to though - basically every P build order developed to date is now obsolete. This is mildy irritating given I had to completely change my play style for SC2 and now it feels like I will just be changing back to how I played protoss in BW (to some extent at least).
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Unread Fri, 29th-Apr-2011, 12:36 PM BnetId: divinesage.193  Race: Location: Singapore  Total Posts Made: 68 # 13
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Dislike the pylon radius and the stacking of flying units changes. I'm quite happy about the 4-gate changes, except in PvP you're still forced to go colossus or face a painful death.
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Unread Fri, 29th-Apr-2011, 2:03 PM BnetId: tbhInsom.320  Race: Clan: 2bh  Location: Sydney  Total Posts Made: 117 # 14
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i can forsee alot of 2gate pressure now.
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Unread Mon, 2nd-May-2011, 3:32 PM BnetId: EXCL.116  BattleTag: EXCL#6302  Race: Clan: FaDe  Location: Hobart, Tasmania  Total Posts Made: 254 # 15
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you can then foresee another patch to fix the 2gate pressure :\
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Unread Mon, 2nd-May-2011, 3:52 PM Who's Who:   BnetId: aLtnirvAnA.951  BattleTag: nirvAnA#1429  Race: Clan: aLt  Location: Singapore  Total Posts Made: 4,857 # 16
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haha i have already been 2 gating a lot and its strong even without the patch!

it was my default pvz build when the game was first launched so im happy ill get to start doing it again!
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Unread Mon, 2nd-May-2011, 5:33 PM BnetId: TAxavi.714  Race: Clan: TA  Location: Perth  Total Posts Made: 36 # 17
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early pressure from the gateway should be even better now. it would really get a zealot and stalker out fast, especially with saved crono, 2 gate early pressure might be quite powerful againest terran if they haven't walled in or bunkered up, could mabe even get some cool transitions into fast expand from it
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Unread Tue, 3rd-May-2011, 11:26 AM BnetId: EXCL.116  BattleTag: EXCL#6302  Race: Clan: FaDe  Location: Hobart, Tasmania  Total Posts Made: 254 # 18
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Quote:
Originally Posted by Xavi View Post
early pressure from the gateway should be even better now. it would really get a zealot and stalker out fast, especially with saved crono, 2 gate early pressure might be quite powerful againest terran if they haven't walled in or bunkered up, could mabe even get some cool transitions into fast expand from it
Agreed... so looking forward to experimenting!
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Unread Mon, 2nd-May-2011, 6:13 PM BnetId: ToRDeathsFng.788  Race: Clan: ToR  Location: Melbourne, Australia  Total Posts Made: 764 # 19
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4 gating is now 30 seconds longer?
My whole play-style for every match-up is destroyed. I'm sad now.
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Unread Tue, 3rd-May-2011, 12:27 AM BnetId: LennX 941  Race: Total Posts Made: 380 # 20
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You don't 4gate much anyway stop lying! :P
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Early game loss = Cheese
Mid game Loss = All in
Late game Loss = Imbalance

You mean there are Terrans on the ladder?
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